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Vivid Tale News

Demo update #3

Hello!

Here’s a quick update:

— The combat table has been modified. Skill and item cards now look and are arranged differently. Also, card sticking issues have been fixed;
— The introductory dialogue with the Narrator has been slightly shortened;
— One of the fonts has been replaced, and symbol issues in Polish and French localizations have been corrected;
— Minor adjustments have been made on the main location map;
— Slightly redesigned the Seaver and Yaroslav cards;
— Save functionality has been tweaked.

Demo Update #2

Hey everyone!

We carefully reviewed all your feedback and made several changes. Added a victory screen for battles, fixed the save system, added a loading screen, and finally, we integrated Polish localization (there are some minor issues with one of the fonts, but we will fix them very soon).

Guys, your feedback is extremely important to us, so please let us know anything you'd like us to add or fix.

Full list of changes:

— Fixed optimization issues and reduced GPU load;
— Adjusted the system menu;
— Fixed the conversation trigger after the dialogue with Shi and Miloslavsky;
— Replaced voice acting for some phrases;
— Adjusted the volume for certain lines;
— Added a loading screen;
— Added Polish localization;
— Added a victory screen and point tally;
— Fixed game save issues.

Demo update!

Salute!

So, we've finally updated the demo for the first time. This is far from all the fixes we wanted to make by now, and it’s definitely not the last update. The most important and interesting changes include the addition of French text localization, a conversation log, and making Mira an active participant in the fight against the goose. By the way, what other localizations do you think we should add?

You can read about all the changes below:

— Added French localization;
— Added conversation log;
— Added the ability to skip to the next dialogue line by clicking the mouse;
— Added a few new narrator lines;
— Added a conversation with Mira after completing the goose quest;
— Moved the log and auto-read buttons to the top right corner;
— Mira is now an active character in the goose fight;
— The ultimate ability system has been changed: now the Divine Gift gauge fills up when using a normal attack;
— Settings now apply automatically when changed;
— Card highlighting in battle mode has been updated;
— Inactive cards in battle mode are now dimmed;
— Fixed the "holes" in the table model.

We’ve also launched a Telegram channel (https://t.me/lockontale), where we post daily updates on development progress and other stuff. We’d love to see you there!

"Vivid Tale" Demo is released!

Greetings!
So, we're ready to present to you a tiny demo version of our game "Vivid Tale".
It's been made with sweat, tears, and a tons of love!

We recommend playing it in the evening, with dim lighting and a cup of tea on the table.

And no, don’t worry, it’s not a CCG or a card-based roguelike, even though the screenshots might try to deceive you 🙂

This demo is the prologue to the main story. It tells the tale of Seaver, a young Idol of Stribog. Together with his mentor Ratmir, he arrives in the capital to participate in the ceremony of passing power from the old tsar to the young tsarevich Bogdan. You’ll battle a monster, meet a colorful group of Idols and foreign chosen ones, try to woo a boyar’s daughter, and catch a sly goose. It’s a celebration all around! But… It seems storm clouds are gathering on the horizon.

There’s still a lot of polishing, reworking, new mechanics, and other interesting stuff ahead that we’re developing for the main game, and we’ll be adding them to the demo as they’re ready. We really want to make the game as good and accessible as possible, so we’ll be eagerly awaiting your feedback. Don’t hesitate to share your thoughts, no matter how critical they may be 🙂

Everyone who has worked and continues to work on this game has put a piece of their warmth into it, and we hope it resonates with you.

Take care and have a great day!